The 2025 Wheel Reinvention Jam is happening now. September 22-28, 2025. More info

VXT

A procedural plant generator, focused on growth.

About VXT


I love plants and trees!

I'm intrigued by their structure and growth patterns, and I would like to recreate that process, producing something visually attractive at the end.

Scope during the jam:

  • Plant type will be confined to trees with some particular growth pattern.
  • Implement the abstract representation of the tree and simulate it's growth.
  • Implement some rudimentary mesh generation based on the abstract representation.

Dependencies are the Linux standard libraries, XLib and OpenGL. No third-party libraries. However this time I'm reusing code from previous projects to get a head start.

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&vxt
It's 4am and I'm calling it for the jam!
This project turned out way more challenging than expected, and in the end I had to resort to ad-hoc solutions to get growth that looks somewhat tree like.

I realise that the proper system will have to involve some skeletal physics simulation of sorts. The paths branches take greatly depends on surrounding factors, such as access to sunlight, and proximity to other branches.

I definitely want to return to this project at some point. The foundation is in place but more research will be required.

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&vxt
It seems that I've finally managed to implement rotors (the geometric equivalent to quaternions). As the tree grows, branches are going to want to take different paths depending on factors, and so there's going to be a lot of rotations involved. For tomorrow I'll try to work out some scheme that produce somewhat tree-like results. Making a proper simulation will require more time and a lot more research.

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&vxt
The simulation is all kinds of jank at the moment but it's coming along. Most of the time has been spent on resolving technical issues.

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&vxt
After redoing more of the code base than intended I finally got started with the actual project!
During and before the jam I've been doing some reading and sketching on the growth simulation.
I'm streaming the whole process.
https://twitch.tv/trueluggen

The program now has a pipeline for drawing points, lines and triangles, which will be used for visualising the abstract representation of the tree. Next up is to get some rudimentary simulation going.

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